Time |
Nick |
Message |
00:51 |
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04:08 |
tune |
how do I enable noclip and stuff in my singleplayer world? |
04:09 |
tune |
okay, /grant singleplayer fly worked |
04:11 |
tune |
weird, the void kills me whether I'm creative or not |
04:11 |
tune |
thought maybe I could fly to the nether |
04:22 |
lumberJ |
you probably need to disable damage in the main menu |
04:22 |
lumberJ |
creative doesn't effect the damage system, just your inventory |
04:32 |
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05:12 |
tune |
got some weirdness trying to add mods to mineclone2. might have to start from scratch |
05:13 |
lumberJ |
adding mods to games other than minetest_game can be tricky |
05:14 |
lumberJ |
particularly those which depend on other mods from within that game |
05:44 |
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07:11 |
Ruslan1 |
Hello |
07:19 |
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09:31 |
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09:46 |
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09:47 |
LMD |
Hello Ive got a question about "minetest.get_craft_recipe(output): returns input" |
09:48 |
LMD |
what if ive got for instance sticks : I use minetest.get_craft_recipe("default:stick") How to get resulting amount of sticks(4) ? |
10:02 |
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10:15 |
MinetestBot |
[git] Hawk777 -> minetest-mods/mesecons: Let things fall behind movestones (#421) f61b1af https://git.io/fNlAR (2018-07-23T10:14:05Z) |
10:16 |
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10:17 |
* deltasquared |
does some flamegraph profiling while FPS limited by long viewing range: https://ptpb.pw/trVR.svg |
10:17 |
deltasquared |
I should probably do that again with the client separated to get a better look at that. |
10:25 |
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10:28 |
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10:36 |
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10:39 |
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10:40 |
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10:55 |
LMD |
How did ya do that ? |
10:55 |
LMD |
Did you change MT or LUA ? |
10:58 |
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11:02 |
MinetestBot |
[git] SmallJoker -> minetest-mods/mesecons: Check protection on microcontroller programming (#420) 5a0492b https://git.io/fN8e2 (2018-07-23T11:00:59Z) |
11:04 |
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11:15 |
LMD |
"11:47:48 - LMD: Hello Ive got a question about "minetest.get_craft_recipe(output): returns input" |
11:15 |
LMD |
11:48:39 - LMD: what if ive got for instance sticks : I use minetest.get_craft_recipe("default:stick") How to get resulting amount of sticks(4) ?" |
11:16 |
LMD |
Okay - problem solved : returned table.output works |
11:25 |
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12:50 |
MinetestBot |
[git] AntumDeluge -> minetest-mods/mesecons: Add 'settingtypes.txt' (#350) 334400a https://git.io/fN8IA (2018-07-23T12:48:34Z) |
12:53 |
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12:55 |
MinetestBot |
[git] numberZero -> minetest-mods/mesecons: Fix Luacontroller’s print() (#422) d4e05f3 https://git.io/fN8LG (2018-07-23T12:53:32Z) |
13:08 |
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14:02 |
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14:20 |
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14:21 |
Andrey01 |
what does next error mean: attempt to index field '?' (a nil value) ? |
14:21 |
Andrey01 |
I have never seen so error before |
14:22 |
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14:45 |
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14:55 |
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14:55 |
fireglow |
!mod currency |
14:55 |
MinetestBot |
fireglow: Automats and currency [bank] by erwin.maximilian - https://forum.minetest.net/viewtopic.php?t=13871 |
14:56 |
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15:02 |
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15:05 |
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15:05 |
Raindsum |
Hello |
15:21 |
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15:23 |
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15:25 |
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15:25 |
Andrey01 |
and btw, anybody can explain me please when '.' symbol should be written in index, and when '[ ]' should be written? |
15:26 |
Andrey01 |
i know '.' should be written when the index is string, and '[ ]' should be written when the index is number |
15:27 |
Andrey01 |
however, when i have integer key in a table and i try to write '[ ]' in index it doesn`t work, but with '.' it works! why so? |
15:29 |
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15:30 |
sfan5 |
a["b"] is equivalent to a.b |
15:30 |
sfan5 |
so if you have a string constant as index you can use . |
15:30 |
sfan5 |
in all other cases use [] |
15:30 |
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15:34 |
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15:35 |
Andrey01 |
similar error happened when i tried to link to one of "pos" table keys (returned from minetest.get_pos() method) and it required to write '.', but keys were integer |
15:48 |
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15:48 |
Kat |
##minetest-ctf |
16:06 |
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16:22 |
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16:25 |
Andrey01 |
why does in-game menu installer expose all packages mixed? I think it should expose in same order as in content.minetest.net |
16:25 |
Andrey01 |
because it is impossible to find new packages there |
16:25 |
Andrey01 |
and btw, devs, are you going to add new Mob API for Minetest? |
16:26 |
Andrey01 |
and also to add new mobs there? |
16:26 |
Andrey01 |
in 5.0.0 |
16:26 |
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16:27 |
Andrey01 |
i think you should add new mobs because the game really looks like unalively |
16:32 |
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16:33 |
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16:35 |
twoelk |
a real mob api is said to probably not be scheduled for the big five - but there will be fireflies and butterflies :-P |
16:36 |
twoelk |
by new mod api and new mobs what where you thinking of? |
16:39 |
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16:46 |
* twoelk |
thinks there are quite enough monsters for minetest |
16:48 |
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17:04 |
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17:07 |
IhrFussel |
!tell Andrey01 My server has 30-35 different mob types and I even removed some mobs from various mods ... so no, MT doesn't need more mobs IMO ... or you mean MTG? |
17:07 |
MinetestBot |
IhrFussel: I'll pass that on when Andrey01 is around |
17:16 |
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18:35 |
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18:40 |
LMD |
!tell Andrey01 I think he meant MTG. |
18:40 |
MinetestBot |
LMD: I'll pass that on when Andrey01 is around |
18:41 |
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19:14 |
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19:23 |
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19:23 |
MinetestBot |
Andrey01: Jul-23 17:07 UTC <IhrFussel> My server has 30-35 different mob types and I even removed some mobs from various mods ... so no, MT doesn't need more mobs IMO ... or you mean MTG? |
19:23 |
MinetestBot |
Andrey01: Jul-23 18:40 UTC <LMD> I think he meant MTG. |
19:24 |
Andrey01 |
IhrFussel, i meant to add new mobs for MTG |
19:24 |
Andrey01 |
devs, might you add them in 5.0.0? |
19:24 |
Andrey01 |
i can make models for new mobs and textures |
19:26 |
IhrFussel |
I doubt that they will add real monsters/animals in MTG and even if they do, it will be the most basic ever ... only a mob API is planned AFAIK |
19:27 |
IhrFussel |
I think even just a NPC API for now and it's planned for 6.0.0 last I heard |
19:27 |
Andrey01 |
for example, add some animals (cow, deer, bull, birds...), insects(spiders, caterpillars...) and some monsters |
19:27 |
Andrey01 |
i would like to hear from developers what they think about it |
19:29 |
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19:30 |
Andrey01 |
if i would be a developer, i would rather add some of them |
19:31 |
IhrFussel |
Andrey01, https://github.com/minetest/minetest/pull/6348 (abandoned for now) |
19:31 |
Andrey01 |
are there any devs here? |
19:32 |
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19:33 |
IhrFussel |
Some of them are in this channel (you should recognize their names since they are the same as in the forum) |
19:34 |
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19:35 |
Andrey01 |
devs, are you going to add new mobs at once? or have you abandoned this idea? |
19:37 |
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19:38 |
IhrFussel |
If you want someone to pay attention you need to ping them |
19:40 |
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19:53 |
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20:00 |
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20:01 |
Techy5 |
I have a question... |
20:07 |
sfan5 |
you should probably ask it then |
20:07 |
Techy5 |
I'm working on my huckleberries PR. I needed to use nodetimers for berry regrowth, but nodetimers are already utilized by leafdecay. What should I do? |
20:08 |
Techy5 |
leafdecay overrides on_timer |
20:10 |
Techy5 |
All I can think is to either try to combine the two (which would require a custom leafdecay function), or use minetest.after. |
20:10 |
LMD |
I think it would be a good idea to add more content in MTG. Else, most people think : MC comes with a bunch of features, and in minetest I need a mod to even have no flat torches ? |
20:10 |
LMD |
- citing some people |
20:11 |
LMD |
MTG should be PLAYABLE. |
20:11 |
LMD |
Which it is NOT without mobs. |
20:11 |
LMD |
When we started playing MT |
20:11 |
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20:12 |
LMD |
we wondered whether mobs would spawn in the night |
20:12 |
LMD |
But nothing came |
20:12 |
LMD |
nothing |
20:12 |
LMD |
nothing |
20:12 |
LMD |
and |
20:13 |
LMD |
so we thought, umm - there are no mobs here. Took us a while to realize what is included in MTG, and what we have to add using mods & (sub)games |
20:13 |
LMD |
OH, a even BETTER proposal : (trumpet sounds) |
20:13 |
LMD |
wait for it |
20:13 |
Cornelia |
Techy5: get a reference to the old on_timer function and wrap it in your own |
20:13 |
LMD |
here it comes |
20:13 |
Techy5 |
The goal is to keep the default game lightweight and simple. 0.5 even comes with a content browser. |
20:14 |
LMD |
: Include SEVERAL (sub)games by default ! Id recommend LOTT and MCL2 as a good start. |
20:14 |
sfan5 |
Techy5: that's not easily solvable since there can only be a single node timer, minetest.after won't work either since that doesn't persist |
20:14 |
Cornelia |
Techy5: i.e. `local function my_on_timer(): old_on_timer(); my_logic(); end` |
20:14 |
Cornelia |
Or something like that. |
20:14 |
Cornelia |
My Lua is rusty. |
20:14 |
LMD |
@Techy5 : I think thats a bad goal, as we have to present THE best of MT, as youd do in a introductory video |
20:16 |
Cornelia |
You can even check if the existing on_timer is nil or not. If not, then execute. Otherwise, ignore. |
20:20 |
Shara |
I am wondering why bushes need leafdecay... |
20:20 |
Techy5 |
Why would they not? |
20:20 |
Shara |
Well, unlike trees they are not left floating far above players heads |
20:21 |
Techy5 |
hmm |
20:21 |
Shara |
(I'm Ezhh by the way, in case you didn't know) |
20:22 |
Techy5 |
ok |
20:22 |
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20:23 |
Shara |
leaf decay for trees makes a lot of sense, because otherwise you get floating leaf clouds where players couldn't be bothered to remove them... they want the wood, not the leaves afterall. |
20:23 |
Shara |
But you don't really harvest bushes for wood, plus the leaves are low level, either on the ground or just above... so that's weird |
20:24 |
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20:25 |
Techy5 |
sfan5: What do you mean when you say minetest.after 'doesn't persist'? |
20:26 |
sfan5 |
if you restart the server, a pending minetest.after won't be run |
20:32 |
sofar |
you can use my (optionally persistent) timer mod for that, if needed |
20:33 |
sofar |
https://github.com/minetest-mods/timer |
20:36 |
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20:40 |
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20:48 |
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20:49 |
Techy5 |
Currently, my plan is to implement a custom on_timer function. If 'elapsed' is less than a certain value, execute a leafdecay function, otherwise execute berry regrowth. |
20:54 |
Shara |
Techy5: better to wait on paramat's response to my question in the PR. |
20:55 |
Shara |
I suspect leafdecay was only added to bushes because "why not?" instead for any more meaningful reason. |
20:55 |
Techy5 |
okay. |
20:55 |
Shara |
instead of* |
20:55 |
Shara |
He was the one who added them to leafdecay, so would like to get his reasons because we decide on a more complicated approach. |
20:57 |
Techy5 |
Sigh. I don't like having to name a node 'default:huckleberry_bush_leaves_with_berries'. |
20:58 |
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21:01 |
Shara |
Heh, yes, it is a bit crazy. I guess I'm wondering if we need the _bush part afterall, because there is no tree version in this case |
21:02 |
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21:03 |
Techy5 |
No, there isn't. The schematic could still have _bush, but leaves, stem, etc. really don't IMO. |
21:04 |
Techy5 |
unless there are going to be huckleberry trees, lol |
21:04 |
Shara |
Don't give us ideas :D |
21:07 |
Shara |
You picked something definitely not as straight-forward as it first seemed for your first PR |
21:08 |
Techy5 |
Haha. |
21:24 |
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22:13 |
Techy5 |
What are the offset, spread, octaves, and persist noise parameters? What do they do? |
22:17 |
Shara |
lua_api.txt has a section on Noise Parameters. |
22:17 |
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22:17 |
Shara |
That's probably the best place to start if you want to understand it |
22:22 |
Techy5 |
Thanks. |
22:29 |
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22:55 |
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22:58 |
Natechip |
im using the advanced trains mod, can anyone tell me why this command will not open both Japanese Train doors when in the ATC controller? B0 W OR OL D10 OC D1 R SM |
23:24 |
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23:46 |
johnnyjoy |
I have an odd question. I would like to cancel the generation of a blocks selectively using lua. Does anyone know if that is possible? |